When I am capturing frames I receive them using the VideoInputFrameArrived callback. In that callback I typically use videoFrame->AddRef() and store videoFrame in a queue to keep the frame around even after the callback returns.
If I don’t Release() the stored frames fast enough, I get VideoInputFrameArrived callbacks with NULL videoFrames, so the DeckLink drivers start dropping frames. Is there a way to
- Query how many frame references can be simultaneously kept before the driver starts dropping frames? Or query how many "free" frames are still available?
- Increase the number of available frames? (Set how many frame references can be used before the driver starts dropping frames?)
- Disable the frame dropping logic entirely (even at the cost of consuming more and more memory)?
Thanks,
Marton